Patentable/Patents/US-8380865
US-8380865

Gaming system and a method of managing bandwidth usage in a gaming network

PublishedFebruary 19, 2013
Assigneenot available in USPTO data we have
Inventorsnot available in USPTO data we have
Technical Abstract

A plurality of games are implemented at a plurality of gaming machines. At least one server (30, 36, 38) serves game play and non-game play related data to at least one gaming machine (12, 12′), and a resource control unit (50, 202) obtains information indicative of bandwidth usage of a plurality of gaming machines (12, 12′), and controls the level of non-game play related data served to at least one gaming machine based on the information.

Patent Claims
30 claims

Legal claims defining the scope of protection, as filed with the USPTO.

1

1. A gaming system arranged to implement a plurality of games at a plurality of gaming machines located at a plurality of gaming venues, the gaming system comprising: a plurality of gaming machines located at a plurality of gaming venues, each gaming venue having a plurality of associated gaming machines; at least one server arranged to serve game play related data and non-game play related data to at least one gaming machine at each of said gaming venues; a control device arranged to maintain a queue having queue filling levels, each queue filling level indicative of a level of game play related activity associated with each gaming venue; and a resource control unit arranged to obtain information indicative of said queue filling levels and to control the level of non-game play related data served by said at least one server to the at least one gaming machine at a said gaming venue based on said queue filling level.

2

2. A gaming system as claimed in claim 1 , wherein the at least one server comprises a game play related server and a non-game play related server.

3

3. A gaming system as claimed in claim 1 , wherein the gaming system is arranged to maintain a low priority queue having a low priority queue filling level indicative of a level of non-game play related activity associated with each gaming venue, and the resource control unit is arranged to control the level of non-game play related data served to the at least one gaming machine based on the low priority queue filling level.

4

4. A gaming system as claimed in claim 3 , wherein the resource control unit is arranged to decrease the level of non-game play related data served to the at least one gaming machine if the queue exceeds a high activity threshold.

5

5. A gaming system as claimed in claim 4 , wherein the high activity threshold is 80% of a full low priority queue.

6

6. A gaming system as claimed in claim 4 , wherein the level of non-game play related data served to the at least one gaming machine is decreased only if the queue level exceeds a high activity threshold for a predetermined period of time.

7

7. A gaming system as claimed in claim 3 , wherein the resource control unit is arranged to increase the level of non-game play related data served to the at least one gaming machine if the queue filling level is less than a low activity threshold.

8

8. A gaming system as claimed in claim 7 , wherein the low activity threshold is 40% of a full low priority queue.

9

9. A gaming system as claimed in claim 7 , wherein the level of non-game play related data served to the at least one gaming machine is increased only if the queue filling level is less than a low activity threshold for a predetermined period of time.

10

10. A gaming system as claimed in claim 1 , wherein the gaming system is arranged to maintain a high priority queue having a high priority queue filling level indicative of a level of game play related activity associated with each gaming venue, and the resource control unit is arranged to control the level of non-game play related data served to the at least one gaming machine based on the high priority queue filling level.

11

11. A gaming system as claimed in claim 1 , wherein the resource control unit is arranged to obtain data indicative of the number of gaming machines associated with the gaming venue logged into the gaming system.

12

12. A gaming system arranged to implement a plurality of games at a plurality of gaming machines located at a plurality of gaming venues, the gaming system comprising: at least one server arranged to serve game play related data and non-game play related data to at least one gaming machine at each of said gaming venues; a lookup table arranged to store values for allowed levels of non-game play related data associated with each gaming venue and data indicative of the number of gaming machines, associated with the gaming venue logged into the gaming system; and a resource control unit arranged to extract a value for an allowed level of non-game play related data from the lookup table and to modify the allowed level of non-game play related data served to at least one gaming machine at a venue based on the extracted value.

13

13. A gaming system as claimed in claim 12 , wherein the gaming system comprises a back office database arranged to store said lookup table.

14

14. A gaming system as claimed in claim 1 , wherein the gaming system is arranged to establish a virtual communication channel to each gaming machine and to establish a VPN tunnel for each communication channel.

15

15. A gaming system as claimed in claim 1 , wherein the at least one non-game play related server comprises an update server arranged to provide the gaming machines with updated software and a streaming data server arranged to provide the gaming machines with images and/or video.

16

16. A gaming system as claimed in claim 15 , wherein the streaming data server is arranged to provide the gaming machines with images, advertising images and/or video.

17

17. A method of managing bandwidth usage in a gaming system comprising a remote base station, a plurality of gaming machines located at a plurality of gaming venues and a communications network arranged to facilitate communications between the remote base station and the gaming machines, the method comprising: serving game play related data to at least one gaming machine during implementation of a game; serving a non-game play related data to at least one gaming machine; obtaining data indicative of the available bandwidth between the communications network and each gaming venue and of the number of logged-in gaming machines associated with the gaming venue, said obtaining data including providing a lookup table arranged to store values for allowed levels of non-game play related data for available bandwidth and number of logged-in gaming machines; and controlling the level of non-game play related data served to the at least one gaming machine through the communications network by the at least one non-game play related server based on the obtained data, said controlling including extracting a value for an allowed level of non-game play related data from the lookup table, and modifying the allowed level of non-game play related data for a venue based on the extracted value.

18

18. A method as claimed in claim 17 , comprising maintaining a queue having a queue filling level indicative of a level of non-game play and/or game play related activity associated with each gaming venue, and controlling the level of non-game play related data served to the at least one gaming machine based on the queue filling level.

19

19. A method as claimed in claim 18 , comprising maintaining a low priority queue having a low priority queue filling level indicative of a level of non-game play related activity associated with each gaming venue, and controlling the level of non-game play related data served to the at least one gaming machine based on the low priority queue filling level.

20

20. A method as claimed in claim 19 , comprising decreasing the level of non-game play related data served to the at least one gaming machine if the queue exceeds a high activity threshold.

21

21. A method as claimed in claim 20 , wherein the high activity threshold is 80% of a full low priority queue.

22

22. A method as claimed in claim 20 , comprising decreasing the level of non-game play related data served to the at least one gaming machine only if the queue level exceeds a high activity threshold for a predetermined period of time.

23

23. A method as claimed in claim 19 , comprising increasing the level of non-game play related data served to the at least one gaming machine if the queue filling level is less than a low activity threshold.

24

24. A method as claimed in claim 23 , wherein the low activity threshold is 40% of a full low priority queue.

25

25. A method as claimed in claim 23 , comprising increasing the level of non-game play related data served to the at least one gaming machine if the queue filling level is less than a low activity threshold for a predetermined period of time.

26

26. A method as claimed in claim 18 , comprising maintaining a high priority queue having a high priority queue filling level indicative of a level of game play related activity associated with each gaming venue, and controlling the level of non-game play related data served to the at least one gaming machine based on the high priority queue filling level.

27

27. A method as claimed in claim 17 , comprising providing a back office database arranged to store said lookup table.

28

28. A method as claimed in claim 17 , comprising establishing a virtual communication channel to each gaming machine and establishing a VPN tunnel for each communication channel.

29

29. A method as claimed in claim 17 , wherein the non-game play related data comprises updated software.

30

30. A method as claimed in claim 17 , wherein the non-game play related data comprises advertising images and/or video.

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Patent Metadata

Filing Date

November 5, 2008

Publication Date

February 19, 2013

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Cite as: Patentable. “Gaming system and a method of managing bandwidth usage in a gaming network” (US-8380865). https://patentable.app/patents/US-8380865

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